10 ATTRIB(Fireball, mdl,
string, "fireball");
12 ATTRIB(Fireball, m_model,
Model, MDL_FIREBALL_ITEM);
14 ATTRIB(Fireball, m_muzzleeffect,
entity, EFFECT_FIREBALL_MUZZLEFLASH);
16 ATTRIB(Fireball, w_crosshair,
string,
"gfx/crosshairfireball");
18 ATTRIB(Fireball, model2,
string,
"weaponfireball");
22 #define X(BEGIN, P, END, class, prefix) \ 24 P(class, prefix, animtime, float, BOTH) \ 25 P(class, prefix, bfgdamage, float, PRI) \ 26 P(class, prefix, bfgforce, float, PRI) \ 27 P(class, prefix, bfgradius, float, PRI) \ 28 P(class, prefix, damageforcescale, float, BOTH) \ 29 P(class, prefix, damagetime, float, SEC) \ 30 P(class, prefix, damage, float, BOTH) \ 31 P(class, prefix, edgedamage, float, PRI) \ 32 P(class, prefix, force, float, PRI) \ 33 P(class, prefix, health, float, PRI) \ 34 P(class, prefix, laserburntime, float, BOTH) \ 35 P(class, prefix, laserdamage, float, BOTH) \ 36 P(class, prefix, laseredgedamage, float, BOTH) \ 37 P(class, prefix, laserradius, float, BOTH) \ 38 P(class, prefix, lifetime, float, BOTH) \ 39 P(class, prefix, radius, float, PRI) \ 40 P(class, prefix, refire2, float, PRI) \ 41 P(class, prefix, refire, float, BOTH) \ 42 P(class, prefix, speed, float, BOTH) \ 43 P(class, prefix, speed_up, float, SEC) \ 44 P(class, prefix, speed_z, float, SEC) \ 45 P(class, prefix, spread, float, BOTH) \ 46 P(class, prefix, switchdelay_drop, float, NONE) \ 47 P(class, prefix, switchdelay_raise, float, NONE) \ 48 P(class, prefix, weaponreplace, string,NONE) \ 49 P(class, prefix, weaponstartoverride, float, NONE) \ 50 P(class, prefix, weaponstart, float, NONE) \ 51 P(class, prefix, weaponthrowable, float, NONE) \ 62 .float bot_primary_fireballmooth;
63 .vector fireball_impactvec;
64 .float fireball_primarytime;
const int WEP_FLAG_NODUAL
REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball))
float bot_pickupbasevalue
const int WEP_TYPE_SPLASH
#define X(BEGIN, P, END, class, prefix)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
#define SPAWNFUNC_WEAPON(name, weapon)
fields which are explicitly/manually set are marked with "M", fields set automatically are marked wit...
#define W_PROPS(L, class, prefix)
const int WEP_FLAG_SUPERWEAPON